Evaluating the shot

- [Voiceover] In this chapter, we'll add mist to our shot…with Bifrost arrow.…This will help make the shot more believable.…Let's see why this is so, by evaluating a rendering…without any mist.…Before I render this shot, I will go…into the mental ray settings,…and change a couple things in Render Settings.…In Quality, we've got very low quality.…Normally for production, you would probably set this…to a value of 1 or higher.…

For a teaching demo, maybe I'll go up to 0.66…for both the Overall Quality and the Lighting Quality.…In the Indirect Diffused Quality, I'll bump that up…just a little bit to 0.33.…As a side note, my materials have ambient occlusion…built into them,…and so we can use a low resolution GI solution…for all of the bounce light,…and the contact shadows in ambient occlusion are already…built into the materials.…

Very importantly, for a moving fluid render,…you probably want Motion Blur enabled.…In mental ray, that's accessed through the Seen tab.…Go into Cameras,…Shutter,…Motion Blur.…You can set it to No Deformation or Full,…

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Released

8/17/2016

Bifröst is a fluid dynamics engine for high-quality liquids in visual effects, combining the best of volumetric and particle solvers in one tool. This course offers an overview of the Bifröst implementation in Autodesk Maya. Using emitter, collider, accelerator, and liquid property nodes, Aaron F. Ross simulates a medium-scale liquid effect and stores it to disk as a cache. Rendering the surface at full quality requires generating an animated polygon mesh; for a convincing layered material, he shows how to extract Bifröst channel data such as Vorticity and apply it in a shading network. The course concludes with a look at the Aero Solver for atmospheric effects.